@babylonjs/core 8.8.2 → 8.8.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -62,8 +62,8 @@ export interface PhysicsAggregateParameters {
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  /**
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  * Helper class to create and interact with a PhysicsAggregate.
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  * This is a transition object that works like Physics Plugin V1 Impostors.
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- * This helper instanciate all mandatory physics objects to get a body/shape and material.
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- * It's less efficient that handling body and shapes independently but for prototyping or
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+ * This helper instantiates all mandatory physics objects to get a body/shape and material.
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+ * It's less efficient than handling body and shapes independently but for prototyping or
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  * a small numbers of physics objects, it's good enough.
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  */
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  export declare class PhysicsAggregate {
@@ -7,8 +7,8 @@ import { BoundingBox } from "../../Culling/boundingBox.js";
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  /**
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  * Helper class to create and interact with a PhysicsAggregate.
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  * This is a transition object that works like Physics Plugin V1 Impostors.
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- * This helper instanciate all mandatory physics objects to get a body/shape and material.
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- * It's less efficient that handling body and shapes independently but for prototyping or
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+ * This helper instantiates all mandatory physics objects to get a body/shape and material.
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+ * It's less efficient than handling body and shapes independently but for prototyping or
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  * a small numbers of physics objects, it's good enough.
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  */
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  export class PhysicsAggregate {
@@ -1 +1 @@
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- 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{ PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { WithinEpsilon } from \"../../Maths/math.scalar.functions\";\r\nimport { PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n\r\n /**\r\n * If true, mark the created shape as a trigger shape\r\n */\r\n isTriggerShape?: boolean;\r\n}\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instanciate all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient that handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n private _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n const m = transformNode as Mesh;\r\n if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {\r\n Logger.Warn(\r\n \"A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.\"\r\n );\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n\r\n const motionType = this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC;\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, motionType, startAsleep, this._scene);\r\n this._addSizeOptions();\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape({ type: type as PhysicsShapeType, parameters: this._options as any }, this._scene);\r\n }\r\n\r\n if (this._options.isTriggerShape) {\r\n this.shape.isTrigger = true;\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _hasVertices(node: TransformNode): boolean {\r\n return (node as any)?.getTotalVertices() > 0;\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.absoluteScaling);\r\n // In case we had any negative scaling, we need to take the absolute value of the extents.\r\n extents.x = Math.abs(extents.x);\r\n extents.y = Math.abs(extents.y);\r\n extents.z = Math.abs(extents.z);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.absoluteScaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.absoluteScaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && WithinEpsilon(extents.x, extents.y, 0.0001) && WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n case PhysicsShapeType.HEIGHTFIELD:\r\n if (!this._options.mesh && this._hasVertices(this.transformNode)) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (!this._options.mesh || !this._hasVertices(this._options.mesh)) {\r\n throw new Error(\r\n \"No valid mesh was provided for mesh or convex hull shape parameter. Please provide a mesh with valid geometry (number of vertices greater than 0).\"\r\n );\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ PhysicsBody } from \"./physicsBody\";\r\nimport type { PhysicsMaterial } from \"./physicsMaterial\";\r\nimport { PhysicsShape } from \"./physicsShape\";\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { WithinEpsilon } from \"../../Maths/math.scalar.functions\";\r\nimport { PhysicsMotionType, PhysicsShapeType } from \"./IPhysicsEnginePlugin\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Node } from \"../../node\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { BoundingBox } from \"../../Culling/boundingBox\";\r\n\r\n/**\r\n * The interface for the physics aggregate parameters\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAggregateParameters {\r\n /**\r\n * The mass of the physics aggregate\r\n */\r\n mass: number;\r\n\r\n /**\r\n * The friction of the physics aggregate\r\n */\r\n friction?: number;\r\n\r\n /**\r\n * The coefficient of restitution of the physics aggregate\r\n */\r\n restitution?: number;\r\n\r\n /**\r\n * Radius for sphere, cylinder and capsule\r\n */\r\n radius?: number;\r\n\r\n /**\r\n * Starting point for cylinder/capsule\r\n */\r\n pointA?: Vector3;\r\n\r\n /**\r\n * Ending point for cylinder/capsule\r\n */\r\n pointB?: Vector3;\r\n\r\n /**\r\n * Extents for box\r\n */\r\n extents?: Vector3;\r\n\r\n /**\r\n * Orientation for box\r\n */\r\n rotation?: Quaternion;\r\n\r\n /**\r\n * mesh local center\r\n */\r\n center?: Vector3;\r\n\r\n /**\r\n * mesh object. Used for mesh and convex hull aggregates.\r\n */\r\n mesh?: Mesh;\r\n\r\n /**\r\n * Physics engine will try to make this body sleeping and not active\r\n */\r\n startAsleep?: boolean;\r\n\r\n /**\r\n * If true, mark the created shape as a trigger shape\r\n */\r\n isTriggerShape?: boolean;\r\n}\r\n/**\r\n * Helper class to create and interact with a PhysicsAggregate.\r\n * This is a transition object that works like Physics Plugin V1 Impostors.\r\n * This helper instantiates all mandatory physics objects to get a body/shape and material.\r\n * It's less efficient than handling body and shapes independently but for prototyping or\r\n * a small numbers of physics objects, it's good enough.\r\n */\r\nexport class PhysicsAggregate {\r\n /**\r\n * The body that is associated with this aggregate\r\n */\r\n public body: PhysicsBody;\r\n\r\n /**\r\n * The shape that is associated with this aggregate\r\n */\r\n public shape: PhysicsShape;\r\n\r\n /**\r\n * The material that is associated with this aggregate\r\n */\r\n public material: PhysicsMaterial;\r\n\r\n private _disposeShapeWhenDisposed = true;\r\n\r\n private _nodeDisposeObserver: Nullable<Observer<Node>>;\r\n\r\n constructor(\r\n /**\r\n * The physics-enabled object used as the physics aggregate\r\n */\r\n public transformNode: TransformNode,\r\n /**\r\n * The type of the physics aggregate\r\n */\r\n public type: PhysicsShapeType | PhysicsShape,\r\n private _options: PhysicsAggregateParameters = { mass: 0 },\r\n private _scene?: Scene\r\n ) {\r\n //sanity check!\r\n if (!this.transformNode) {\r\n Logger.Error(\"No object was provided. A physics object is obligatory\");\r\n return;\r\n }\r\n const m = transformNode as Mesh;\r\n if (this.transformNode.parent && this._options.mass !== 0 && m.hasThinInstances) {\r\n Logger.Warn(\r\n \"A physics body has been created for an object which has a parent and thin instances. Babylon physics currently works in local space so unexpected issues may occur.\"\r\n );\r\n }\r\n\r\n // Legacy support for old syntax.\r\n if (!this._scene && transformNode.getScene) {\r\n this._scene = transformNode.getScene();\r\n }\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n //default options params\r\n this._options.mass = _options.mass === void 0 ? 0 : _options.mass;\r\n this._options.friction = _options.friction === void 0 ? 0.2 : _options.friction;\r\n this._options.restitution = _options.restitution === void 0 ? 0.2 : _options.restitution;\r\n\r\n const motionType = this._options.mass === 0 ? PhysicsMotionType.STATIC : PhysicsMotionType.DYNAMIC;\r\n const startAsleep = this._options.startAsleep ?? false;\r\n this.body = new PhysicsBody(transformNode, motionType, startAsleep, this._scene);\r\n this._addSizeOptions();\r\n if ((type as any).getClassName && (type as any).getClassName() === \"PhysicsShape\") {\r\n this.shape = type as PhysicsShape;\r\n this._disposeShapeWhenDisposed = false;\r\n } else {\r\n this.shape = new PhysicsShape({ type: type as PhysicsShapeType, parameters: this._options as any }, this._scene);\r\n }\r\n\r\n if (this._options.isTriggerShape) {\r\n this.shape.isTrigger = true;\r\n }\r\n\r\n this.material = { friction: this._options.friction, restitution: this._options.restitution };\r\n this.body.shape = this.shape;\r\n this.shape.material = this.material;\r\n\r\n this.body.setMassProperties({ mass: this._options.mass });\r\n\r\n this._nodeDisposeObserver = this.transformNode.onDisposeObservable.add(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n private _getObjectBoundingBox() {\r\n if ((this.transformNode as AbstractMesh).getRawBoundingInfo) {\r\n return (this.transformNode as AbstractMesh).getRawBoundingInfo().boundingBox;\r\n } else {\r\n return new BoundingBox(new Vector3(-0.5, -0.5, -0.5), new Vector3(0.5, 0.5, 0.5));\r\n }\r\n }\r\n\r\n private _hasVertices(node: TransformNode): boolean {\r\n return (node as any)?.getTotalVertices() > 0;\r\n }\r\n\r\n private _addSizeOptions(): void {\r\n this.transformNode.computeWorldMatrix(true);\r\n const bb = this._getObjectBoundingBox();\r\n const extents = TmpVectors.Vector3[0];\r\n extents.copyFrom(bb.extendSize);\r\n extents.scaleInPlace(2);\r\n extents.multiplyInPlace(this.transformNode.absoluteScaling);\r\n // In case we had any negative scaling, we need to take the absolute value of the extents.\r\n extents.x = Math.abs(extents.x);\r\n extents.y = Math.abs(extents.y);\r\n extents.z = Math.abs(extents.z);\r\n\r\n const min = TmpVectors.Vector3[1];\r\n min.copyFrom(bb.minimum);\r\n min.multiplyInPlace(this.transformNode.absoluteScaling);\r\n\r\n if (!this._options.center) {\r\n const center = new Vector3();\r\n center.copyFrom(bb.center);\r\n center.multiplyInPlace(this.transformNode.absoluteScaling);\r\n this._options.center = center;\r\n }\r\n\r\n switch (this.type) {\r\n case PhysicsShapeType.SPHERE:\r\n if (!this._options.radius && WithinEpsilon(extents.x, extents.y, 0.0001) && WithinEpsilon(extents.x, extents.z, 0.0001)) {\r\n this._options.radius = extents.x / 2;\r\n } else if (!this._options.radius) {\r\n Logger.Warn(\"Non uniform scaling is unsupported for sphere shapes. Setting the radius to the biggest bounding box extent.\");\r\n this._options.radius = Math.max(extents.x, extents.y, extents.z) / 2;\r\n }\r\n break;\r\n case PhysicsShapeType.CAPSULE:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y + capRadius, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y - capRadius, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.CYLINDER:\r\n {\r\n const capRadius = extents.x / 2;\r\n this._options.radius = this._options.radius ?? capRadius;\r\n this._options.pointA = this._options.pointA ?? new Vector3(0, min.y, 0);\r\n this._options.pointB = this._options.pointB ?? new Vector3(0, min.y + extents.y, 0);\r\n }\r\n break;\r\n case PhysicsShapeType.MESH:\r\n case PhysicsShapeType.CONVEX_HULL:\r\n case PhysicsShapeType.HEIGHTFIELD:\r\n if (!this._options.mesh && this._hasVertices(this.transformNode)) {\r\n this._options.mesh = this.transformNode as Mesh;\r\n } else if (!this._options.mesh || !this._hasVertices(this._options.mesh)) {\r\n throw new Error(\r\n \"No valid mesh was provided for mesh or convex hull shape parameter. Please provide a mesh with valid geometry (number of vertices greater than 0).\"\r\n );\r\n }\r\n break;\r\n case PhysicsShapeType.BOX:\r\n this._options.extents = this._options.extents ?? new Vector3(extents.x, extents.y, extents.z);\r\n this._options.rotation = this._options.rotation ?? Quaternion.Identity();\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Releases the body, shape and material\r\n */\r\n public dispose(): void {\r\n if (this._nodeDisposeObserver) {\r\n this.body.transformNode.onDisposeObservable.remove(this._nodeDisposeObserver);\r\n this._nodeDisposeObserver = null;\r\n }\r\n this.body.dispose();\r\n if (this._disposeShapeWhenDisposed) {\r\n this.shape.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -550,7 +550,7 @@ export class ObjectRenderer {
550
550
  const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;
551
551
  for (let i = 0; i < renderListLength; i++) {
552
552
  const mesh = renderList[i];
553
- if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {
553
+ if (mesh && mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {
554
554
  mesh.setMaterialForRenderPass(this.renderPassId, undefined);
555
555
  }
556
556
  }
@@ -1 +1 @@
1
- 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eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: string, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n for (const mesh of this._scene.meshes) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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eslint-disable-next-line import/no-internal-modules\r\nimport type { SmartArray, Nullable, Immutable, Camera, Scene, AbstractMesh, SubMesh, Material, IParticleSystem, InstancedMesh } from \"core/index\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { RenderingManager } from \"../Rendering/renderingManager\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { _ObserveArray } from \"../Misc/arrayTools\";\r\n\r\n/**\r\n * Defines the options of the object renderer\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface ObjectRendererOptions {\r\n /** The number of passes the renderer will support (1 by default) */\r\n numPasses?: number;\r\n\r\n /** True (default) to not change the aspect ratio of the scene in the RTT */\r\n doNotChangeAspectRatio?: boolean;\r\n}\r\n\r\n/**\r\n * A class that renders objects to the currently bound render target.\r\n * This class only renders objects, and is not concerned with the output texture or post-processing.\r\n */\r\nexport class ObjectRenderer {\r\n /**\r\n * Objects will only be rendered once which can be useful to improve performance if everything in your render is static for instance.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONCE: number = 0;\r\n /**\r\n * Objects will be rendered every frame and is recommended for dynamic contents.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number = 1;\r\n /**\r\n * Objects will be rendered every 2 frames which could be enough if your dynamic objects are not\r\n * the central point of your effect and can save a lot of performances.\r\n */\r\n public static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number = 2;\r\n\r\n /**\r\n * Use this predicate to dynamically define the list of mesh you want to render.\r\n * If set, the renderList property will be overwritten.\r\n */\r\n public renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;\r\n\r\n private _renderList: Nullable<Array<AbstractMesh>>;\r\n private _unObserveRenderList: Nullable<() => void> = null;\r\n\r\n /**\r\n * Use this list to define the list of mesh you want to render.\r\n */\r\n public get renderList(): Nullable<Array<AbstractMesh>> {\r\n return this._renderList;\r\n }\r\n\r\n public set renderList(value: Nullable<Array<AbstractMesh>>) {\r\n if (this._renderList === value) {\r\n return;\r\n }\r\n if (this._unObserveRenderList) {\r\n this._unObserveRenderList();\r\n this._unObserveRenderList = null;\r\n }\r\n\r\n if (value) {\r\n this._unObserveRenderList = _ObserveArray(value, this._renderListHasChanged);\r\n }\r\n\r\n this._renderList = value;\r\n }\r\n\r\n private _renderListHasChanged = (_functionName: string, previousLength: number) => {\r\n const newLength = this._renderList ? this._renderList.length : 0;\r\n if ((previousLength === 0 && newLength > 0) || newLength === 0) {\r\n for (const mesh of this._scene.meshes) {\r\n mesh._markSubMeshesAsLightDirty();\r\n }\r\n }\r\n };\r\n\r\n /**\r\n * Define the list of particle systems to render. If not provided, will render all the particle systems of the scene.\r\n * Note that the particle systems are rendered only if renderParticles is set to true.\r\n */\r\n public particleSystemList: Nullable<Array<IParticleSystem>> = null;\r\n\r\n /**\r\n * Use this function to overload the renderList array at rendering time.\r\n * Return null to render with the current renderList, else return the list of meshes to use for rendering.\r\n * For 2DArray, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of\r\n * the cube (if the RTT is a cube, else layerOrFace=0).\r\n * The renderList passed to the function is the current render list (the one that will be used if the function returns null).\r\n * The length of this list is passed through renderListLength: don't use renderList.length directly because the array can\r\n * hold dummy elements!\r\n */\r\n public getCustomRenderList: Nullable<(layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>> =\r\n null;\r\n\r\n /**\r\n * Define if particles should be rendered.\r\n */\r\n public renderParticles = true;\r\n\r\n /**\r\n * Define if sprites should be rendered.\r\n */\r\n public renderSprites = false;\r\n\r\n /**\r\n * Force checking the layerMask property even if a custom list of meshes is provided (ie. if renderList is not undefined)\r\n */\r\n public forceLayerMaskCheck = false;\r\n\r\n /**\r\n * Define the camera used to render the objects.\r\n */\r\n public activeCamera: Nullable<Camera>;\r\n\r\n /**\r\n * Define the camera used to calculate the LOD of the objects.\r\n * If not defined, activeCamera will be used. If not defined nor activeCamera, scene's active camera will be used.\r\n */\r\n public cameraForLOD: Nullable<Camera>;\r\n\r\n private _disableImageProcessing = false;\r\n /**\r\n * If true, the object renderer will render all objects without any image processing applied.\r\n * If false (default value), the renderer will use the current setting of the scene's image processing configuration.\r\n */\r\n public get disableImageProcessing() {\r\n return this._disableImageProcessing;\r\n }\r\n\r\n public set disableImageProcessing(value: boolean) {\r\n if (value === this._disableImageProcessing) {\r\n return;\r\n }\r\n\r\n this._disableImageProcessing = value;\r\n this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_ImageProcessingDirtyFlag);\r\n }\r\n\r\n /**\r\n * Override the mesh isReady function with your own one.\r\n */\r\n public customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => boolean;\r\n\r\n /**\r\n * Override the render function with your own one.\r\n */\r\n public customRenderFunction: (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>,\r\n beforeTransparents?: () => void\r\n ) => void;\r\n\r\n /**\r\n * An event triggered before rendering the objects\r\n */\r\n public readonly onBeforeRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after rendering the objects\r\n */\r\n public readonly onAfterRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered before the rendering group is processed\r\n */\r\n public readonly onBeforeRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered after the rendering group is processed\r\n */\r\n public readonly onAfterRenderingManagerRenderObservable = new Observable<number>();\r\n\r\n /**\r\n * An event triggered when fast path rendering is used\r\n */\r\n public readonly onFastPathRenderObservable = new Observable<number>();\r\n\r\n protected _scene: Scene;\r\n /** @internal */\r\n public _renderingManager: RenderingManager;\r\n /** @internal */\r\n public _waitingRenderList?: string[];\r\n protected _currentRefreshId = -1;\r\n protected _refreshRate = 1;\r\n protected _currentApplyByPostProcessSetting = false;\r\n\r\n /**\r\n * The options used by the object renderer\r\n */\r\n public options: Required<ObjectRendererOptions>;\r\n\r\n private _name: string;\r\n /**\r\n * Friendly name of the object renderer\r\n */\r\n public get name() {\r\n return this._name;\r\n }\r\n\r\n public set name(value: string) {\r\n if (this._name === value) {\r\n return;\r\n }\r\n\r\n this._name = value;\r\n\r\n if (!this._scene) {\r\n return;\r\n }\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this._renderPassIds.length; ++i) {\r\n const renderPassId = this._renderPassIds[i];\r\n engine._renderPassNames[renderPassId] = `${this._name}#${i}`;\r\n }\r\n }\r\n\r\n /**\r\n * Current render pass id. Note it can change over the rendering as there's a separate id for each face of a cube / each layer of an array layer!\r\n */\r\n public renderPassId: number;\r\n private readonly _renderPassIds: number[];\r\n /**\r\n * Gets the render pass ids used by the object renderer.\r\n */\r\n public get renderPassIds(): readonly number[] {\r\n return this._renderPassIds;\r\n }\r\n\r\n /**\r\n * Gets the current value of the refreshId counter\r\n */\r\n public get currentRefreshId() {\r\n return this._currentRefreshId;\r\n }\r\n\r\n /**\r\n * Sets a specific material to be used to render a mesh/a list of meshes with this object renderer\r\n * @param mesh mesh or array of meshes\r\n * @param material material or array of materials to use for this render pass. If undefined is passed, no specific material will be used but the regular material instead (mesh.material). It's possible to provide an array of materials to use a different material for each rendering pass.\r\n */\r\n public setMaterialForRendering(mesh: AbstractMesh | AbstractMesh[], material?: Material | Material[]): void {\r\n let meshes;\r\n if (!Array.isArray(mesh)) {\r\n meshes = [mesh];\r\n } else {\r\n meshes = mesh;\r\n }\r\n for (let j = 0; j < meshes.length; ++j) {\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n let mesh = meshes[j];\r\n if (meshes[j].isAnInstance) {\r\n mesh = (meshes[j] as InstancedMesh).sourceMesh;\r\n }\r\n mesh.setMaterialForRenderPass(this._renderPassIds[i], material !== undefined ? (Array.isArray(material) ? material[i] : material) : undefined);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Instantiates an object renderer.\r\n * @param name The friendly name of the object renderer\r\n * @param scene The scene the renderer belongs to\r\n * @param options The options used to create the renderer (optional)\r\n */\r\n constructor(name: string, scene: Scene, options?: ObjectRendererOptions) {\r\n this.name = name;\r\n this._scene = scene;\r\n\r\n this.renderList = [] as AbstractMesh[];\r\n this._renderPassIds = [];\r\n\r\n this.options = {\r\n numPasses: 1,\r\n doNotChangeAspectRatio: true,\r\n ...options,\r\n };\r\n\r\n this._createRenderPassId();\r\n\r\n this.renderPassId = this._renderPassIds[0];\r\n\r\n // Rendering groups\r\n this._renderingManager = new RenderingManager(scene);\r\n this._renderingManager._useSceneAutoClearSetup = true;\r\n }\r\n\r\n private _releaseRenderPassId(): void {\r\n const engine = this._scene.getEngine();\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n engine.releaseRenderPassId(this._renderPassIds[i]);\r\n }\r\n this._renderPassIds.length = 0;\r\n }\r\n\r\n private _createRenderPassId(): void {\r\n this._releaseRenderPassId();\r\n\r\n const engine = this._scene.getEngine();\r\n\r\n for (let i = 0; i < this.options.numPasses; ++i) {\r\n this._renderPassIds[i] = engine.createRenderPassId(`${this.name}#${i}`);\r\n }\r\n }\r\n\r\n /**\r\n * Resets the refresh counter of the renderer and start back from scratch.\r\n * Could be useful to re-render if it is setup to render only once.\r\n */\r\n public resetRefreshCounter(): void {\r\n this._currentRefreshId = -1;\r\n }\r\n\r\n /**\r\n * Defines the refresh rate of the rendering or the rendering frequency.\r\n * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...\r\n */\r\n public get refreshRate(): number {\r\n return this._refreshRate;\r\n }\r\n public set refreshRate(value: number) {\r\n this._refreshRate = value;\r\n this.resetRefreshCounter();\r\n }\r\n\r\n /**\r\n * Indicates if the renderer should render the current frame.\r\n * The output is based on the specified refresh rate.\r\n * @returns true if the renderer should render the current frame\r\n */\r\n public shouldRender(): boolean {\r\n if (this._currentRefreshId === -1) {\r\n // At least render once\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n if (this.refreshRate === this._currentRefreshId) {\r\n this._currentRefreshId = 1;\r\n return true;\r\n }\r\n\r\n this._currentRefreshId++;\r\n return false;\r\n }\r\n\r\n /**\r\n * This function will check if the renderer is ready to render (textures are loaded, shaders are compiled)\r\n * @param viewportWidth defines the width of the viewport\r\n * @param viewportHeight defines the height of the viewport\r\n * @returns true if all required resources are ready\r\n */\r\n public isReadyForRendering(viewportWidth: number, viewportHeight: number): boolean {\r\n this.prepareRenderList();\r\n this.initRender(viewportWidth, viewportHeight);\r\n\r\n const isReady = this._checkReadiness();\r\n\r\n this.finishRender();\r\n\r\n return isReady;\r\n }\r\n\r\n /**\r\n * Makes sure the list of meshes is ready to be rendered\r\n * You should call this function before \"initRender\", but if you know the render list is ok, you may call \"initRender\" directly\r\n */\r\n public prepareRenderList(): void {\r\n const scene = this._scene;\r\n\r\n if (this._waitingRenderList) {\r\n if (!this.renderListPredicate) {\r\n this.renderList = [];\r\n for (let index = 0; index < this._waitingRenderList.length; index++) {\r\n const id = this._waitingRenderList[index];\r\n const mesh = scene.getMeshById(id);\r\n if (mesh) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n this._waitingRenderList = undefined;\r\n }\r\n\r\n // Is predicate defined?\r\n if (this.renderListPredicate) {\r\n if (this.renderList) {\r\n this.renderList.length = 0; // Clear previous renderList\r\n } else {\r\n this.renderList = [];\r\n }\r\n\r\n const sceneMeshes = this._scene.meshes;\r\n\r\n for (let index = 0; index < sceneMeshes.length; index++) {\r\n const mesh = sceneMeshes[index];\r\n if (this.renderListPredicate(mesh)) {\r\n this.renderList.push(mesh);\r\n }\r\n }\r\n }\r\n\r\n this._currentApplyByPostProcessSetting = this._scene.imageProcessingConfiguration.applyByPostProcess;\r\n if (this._disableImageProcessing) {\r\n // we do not use the applyByPostProcess setter to avoid flagging all the materials as \"image processing dirty\"!\r\n this._scene.imageProcessingConfiguration._applyByPostProcess = this._disableImageProcessing;\r\n }\r\n }\r\n\r\n private _defaultRenderListPrepared: boolean;\r\n private _currentSceneCamera: Nullable<Camera> = null;\r\n\r\n /**\r\n * This method makes sure everything is setup before \"render\" can be called\r\n * @param viewportWidth Width of the viewport to render to\r\n * @param viewportHeight Height of the viewport to render to\r\n */\r\n public initRender(viewportWidth: number, viewportHeight: number): void {\r\n const engine = this._scene.getEngine();\r\n const camera: Nullable<Camera> = this.activeCamera ?? this._scene.activeCamera;\r\n\r\n this._currentSceneCamera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n if (camera !== this._scene.activeCamera) {\r\n this._scene.setTransformMatrix(camera.getViewMatrix(), camera.getProjectionMatrix(true));\r\n this._scene.activeCamera = camera;\r\n }\r\n engine.setViewport(camera.rigParent ? camera.rigParent.viewport : camera.viewport, viewportWidth, viewportHeight);\r\n }\r\n\r\n this._defaultRenderListPrepared = false;\r\n }\r\n\r\n /**\r\n * This method must be called after the \"render\" call(s), to complete the rendering process.\r\n */\r\n public finishRender() {\r\n const scene = this._scene;\r\n\r\n if (this._disableImageProcessing) {\r\n scene.imageProcessingConfiguration._applyByPostProcess = this._currentApplyByPostProcessSetting;\r\n }\r\n\r\n scene.activeCamera = this._currentSceneCamera;\r\n if (this._currentSceneCamera) {\r\n if (this.activeCamera && this.activeCamera !== scene.activeCamera) {\r\n scene.setTransformMatrix(this._currentSceneCamera.getViewMatrix(), this._currentSceneCamera.getProjectionMatrix(true));\r\n }\r\n scene.getEngine().setViewport(this._currentSceneCamera.viewport);\r\n }\r\n\r\n scene.resetCachedMaterial();\r\n }\r\n\r\n /**\r\n * Renders all the objects (meshes, particles systems, sprites) to the currently bound render target texture.\r\n * @param passIndex defines the pass index to use (default: 0)\r\n * @param skipOnAfterRenderObservable defines a flag to skip raising the onAfterRenderObservable\r\n */\r\n public render(passIndex = 0, skipOnAfterRenderObservable = false): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n const fastPath = engine.snapshotRendering && engine.snapshotRenderingMode === Constants.SNAPSHOTRENDERING_FAST;\r\n\r\n if (!fastPath) {\r\n // Get the list of meshes to render\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n // No custom render list provided, we prepare the rendering for the default list, but check\r\n // first if we did not already performed the preparation before so as to avoid re-doing it several times\r\n if (!this._defaultRenderListPrepared) {\r\n this._prepareRenderingManager(defaultRenderList, defaultRenderListLength, !this.renderList || this.forceLayerMaskCheck);\r\n this._defaultRenderListPrepared = true;\r\n }\r\n currentRenderList = defaultRenderList;\r\n } else {\r\n // Prepare the rendering for the custom render list provided\r\n this._prepareRenderingManager(currentRenderList, currentRenderList.length, this.forceLayerMaskCheck);\r\n }\r\n\r\n this.onBeforeRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n\r\n this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);\r\n\r\n this.onAfterRenderingManagerRenderObservable.notifyObservers(passIndex);\r\n } else {\r\n this.onFastPathRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n if (!skipOnAfterRenderObservable) {\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n }\r\n\r\n /** @internal */\r\n public _checkReadiness(): boolean {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const currentRenderPassId = engine.currentRenderPassId;\r\n\r\n let returnValue = true;\r\n\r\n if (!scene.getViewMatrix()) {\r\n // We probably didn't execute scene.render() yet, so make sure we have a view/projection matrix setup for the scene\r\n scene.updateTransformMatrix();\r\n }\r\n\r\n const numPasses = this.options.numPasses;\r\n for (let passIndex = 0; passIndex < numPasses && returnValue; passIndex++) {\r\n let currentRenderList: Nullable<Array<AbstractMesh>> = null;\r\n const defaultRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;\r\n const defaultRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;\r\n\r\n engine.currentRenderPassId = this._renderPassIds[passIndex];\r\n\r\n this.onBeforeRenderObservable.notifyObservers(passIndex);\r\n\r\n if (this.getCustomRenderList) {\r\n currentRenderList = this.getCustomRenderList(passIndex, defaultRenderList, defaultRenderListLength);\r\n }\r\n\r\n if (!currentRenderList) {\r\n currentRenderList = defaultRenderList;\r\n }\r\n\r\n if (!this.options.doNotChangeAspectRatio) {\r\n scene.updateTransformMatrix(true);\r\n }\r\n\r\n for (let i = 0; i < currentRenderList.length && returnValue; ++i) {\r\n const mesh = currentRenderList[i];\r\n\r\n if (!mesh.isEnabled() || mesh.isBlocked || !mesh.isVisible || !mesh.subMeshes) {\r\n continue;\r\n }\r\n\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n } else if (!mesh.isReady(true)) {\r\n returnValue = false;\r\n continue;\r\n }\r\n }\r\n\r\n this.onAfterRenderObservable.notifyObservers(passIndex);\r\n\r\n if (numPasses > 1) {\r\n scene.incrementRenderId();\r\n scene.resetCachedMaterial();\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (const particleSystem of particleSystems) {\r\n if (!particleSystem.isReady()) {\r\n returnValue = false;\r\n }\r\n }\r\n\r\n engine.currentRenderPassId = currentRenderPassId;\r\n\r\n return returnValue;\r\n }\r\n\r\n private _prepareRenderingManager(currentRenderList: Array<AbstractMesh>, currentRenderListLength: number, checkLayerMask: boolean): void {\r\n const scene = this._scene;\r\n const camera = scene.activeCamera; // note that at this point, scene.activeCamera == this.activeCamera if defined, because initRender() has been called before\r\n const cameraForLOD = this.cameraForLOD ?? camera;\r\n\r\n this._renderingManager.reset();\r\n\r\n const sceneRenderId = scene.getRenderId();\r\n const currentFrameId = scene.getFrameId();\r\n for (let meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {\r\n const mesh = currentRenderList[meshIndex];\r\n\r\n if (mesh && !mesh.isBlocked) {\r\n if (this.customIsReadyFunction) {\r\n if (!this.customIsReadyFunction(mesh, this.refreshRate, false)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n } else if (!mesh.isReady(this.refreshRate === 0)) {\r\n this.resetRefreshCounter();\r\n continue;\r\n }\r\n\r\n let meshToRender: Nullable<AbstractMesh> = null;\r\n\r\n if (cameraForLOD) {\r\n const meshToRenderAndFrameId = mesh._internalAbstractMeshDataInfo._currentLOD.get(cameraForLOD);\r\n if (!meshToRenderAndFrameId || meshToRenderAndFrameId[1] !== currentFrameId) {\r\n meshToRender = scene.customLODSelector ? scene.customLODSelector(mesh, cameraForLOD) : mesh.getLOD(cameraForLOD);\r\n if (!meshToRenderAndFrameId) {\r\n mesh._internalAbstractMeshDataInfo._currentLOD.set(cameraForLOD, [meshToRender, currentFrameId]);\r\n } else {\r\n meshToRenderAndFrameId[0] = meshToRender;\r\n meshToRenderAndFrameId[1] = currentFrameId;\r\n }\r\n } else {\r\n meshToRender = meshToRenderAndFrameId[0];\r\n }\r\n } else {\r\n meshToRender = mesh;\r\n }\r\n\r\n if (!meshToRender) {\r\n continue;\r\n }\r\n\r\n if (meshToRender !== mesh && meshToRender.billboardMode !== 0) {\r\n meshToRender.computeWorldMatrix(); // Compute world matrix if LOD is billboard\r\n }\r\n\r\n meshToRender._preActivateForIntermediateRendering(sceneRenderId);\r\n\r\n let isMasked;\r\n if (checkLayerMask && camera) {\r\n isMasked = (mesh.layerMask & camera.layerMask) === 0;\r\n } else {\r\n isMasked = false;\r\n }\r\n\r\n if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {\r\n if (meshToRender !== mesh) {\r\n meshToRender._activate(sceneRenderId, true);\r\n }\r\n if (mesh._activate(sceneRenderId, true) && mesh.subMeshes.length) {\r\n if (!mesh.isAnInstance) {\r\n meshToRender._internalAbstractMeshDataInfo._onlyForInstancesIntermediate = false;\r\n } else {\r\n if (mesh._internalAbstractMeshDataInfo._actAsRegularMesh) {\r\n meshToRender = mesh;\r\n }\r\n }\r\n meshToRender._internalAbstractMeshDataInfo._isActiveIntermediate = true;\r\n\r\n scene._prepareSkeleton(meshToRender);\r\n\r\n for (let subIndex = 0; subIndex < meshToRender.subMeshes.length; subIndex++) {\r\n const subMesh = meshToRender.subMeshes[subIndex];\r\n this._renderingManager.dispatch(subMesh, meshToRender);\r\n }\r\n }\r\n\r\n mesh._postActivate();\r\n }\r\n }\r\n }\r\n\r\n const particleSystems = this.particleSystemList || scene.particleSystems;\r\n for (let particleIndex = 0; particleIndex < particleSystems.length; particleIndex++) {\r\n const particleSystem = particleSystems[particleIndex];\r\n\r\n const emitter: any = particleSystem.emitter;\r\n\r\n if (!particleSystem.isStarted() || !emitter || (emitter.position && !emitter.isEnabled())) {\r\n continue;\r\n }\r\n\r\n this._renderingManager.dispatchParticles(particleSystem);\r\n }\r\n }\r\n\r\n /**\r\n * Overrides the default sort function applied in the rendering group to prepare the meshes.\r\n * This allowed control for front to back rendering or reversely depending of the special needs.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param opaqueSortCompareFn The opaque queue comparison function use to sort.\r\n * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.\r\n * @param transparentSortCompareFn The transparent queue comparison function use to sort.\r\n */\r\n public setRenderingOrder(\r\n renderingGroupId: number,\r\n opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null,\r\n transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null\r\n ): void {\r\n this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);\r\n }\r\n\r\n /**\r\n * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.\r\n *\r\n * @param renderingGroupId The rendering group id corresponding to its index\r\n * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.\r\n * @param depth Automatically clears depth between groups if true and autoClear is true.\r\n * @param stencil Automatically clears stencil between groups if true and autoClear is true.\r\n */\r\n public setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth = true, stencil = true): void {\r\n this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);\r\n this._renderingManager._useSceneAutoClearSetup = false;\r\n }\r\n\r\n /**\r\n * Clones the renderer.\r\n * @returns the cloned renderer\r\n */\r\n public clone(): ObjectRenderer {\r\n const newRenderer = new ObjectRenderer(this.name, this._scene, this.options);\r\n\r\n if (this.renderList) {\r\n newRenderer.renderList = this.renderList.slice(0);\r\n }\r\n\r\n return newRenderer;\r\n }\r\n\r\n /**\r\n * Dispose the renderer and release its associated resources.\r\n */\r\n public dispose(): void {\r\n const renderList = this.renderList ? this.renderList : this._scene.getActiveMeshes().data;\r\n const renderListLength = this.renderList ? this.renderList.length : this._scene.getActiveMeshes().length;\r\n for (let i = 0; i < renderListLength; i++) {\r\n const mesh = renderList[i];\r\n if (mesh && mesh.getMaterialForRenderPass(this.renderPassId) !== undefined) {\r\n mesh.setMaterialForRenderPass(this.renderPassId, undefined);\r\n }\r\n }\r\n\r\n this.onBeforeRenderObservable.clear();\r\n this.onAfterRenderObservable.clear();\r\n this.onBeforeRenderingManagerRenderObservable.clear();\r\n this.onAfterRenderingManagerRenderObservable.clear();\r\n this.onFastPathRenderObservable.clear();\r\n\r\n this._releaseRenderPassId();\r\n\r\n this.renderList = null;\r\n }\r\n\r\n /** @internal */\r\n public _rebuild(): void {\r\n if (this.refreshRate === ObjectRenderer.REFRESHRATE_RENDER_ONCE) {\r\n this.refreshRate = ObjectRenderer.REFRESHRATE_RENDER_ONCE;\r\n }\r\n }\r\n\r\n /**\r\n * Clear the info related to rendering groups preventing retention point in material dispose.\r\n */\r\n public freeRenderingGroups(): void {\r\n if (this._renderingManager) {\r\n this._renderingManager.freeRenderingGroups();\r\n }\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "8.8.2",
3
+ "version": "8.8.4",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",